error. no username's Recent Forum Activity

  • Disregard this. It has been solved. For anyone stumbling upon this topic trying to find out the same thing, the spray radius can be flattened using the "Spray Cone" property, found in Properties, second from the top. Events do actually work on object particles, it is just "Set Angle" that did not work, presumably because the particle spawner was messing around with that property.

  • Hello. I had created a forum topic regarding setting the angle of individual object particles after they are created. I forgot to add information about the version of Construct 3 I was using, and there does not currently seem to be a way to edit prompts, so I added another prompt to the topic. The topic then disappeared from "Unanswered Topics". In reality it was still unanswered. Could there be a way for having topics be marked as answered to be reversed, or prevent it from happening when making comments?

    Additionally, would deleting the comment with the version information cause it to be un-marked as answered?

  • I am not smart enough to be able to give you the math, but you could probably look it up somewhere or ask someone who has skill if you do not know it. In the worst-case-scenario, you could use trial-and-error.

  • I am not entirely sure what you are asking, but I will try to answer and see if it helps. To spawn projectiles at different points in your map, you could use the turret behavior and have damaging sprites as the projectiles. When the shooters are destroyed, simply either destroy the sprite with the behavior or disable the behavior (I would recommend the first one, unless you want the shooter to be resurrectable). To have the projectile move in a curve from point A to point B... well, if you mean what I think you mean, like a boomerang thrower's boomerangs from BTD5, then the best approach that I could think of would be to set the turret behavior's projectile speed to 0 (it might not go to 0 quite, then just do something like 0.01 (or you could manually implement the behavior with events/scripts)), and then apply the orbit property to every projectile as soon as it is created, and have the orbit point be halfway (I think?) between the shooter and the target. If it hits its target, or goes past a certain point, then destroy the projectile instance. It will likely start behind or in front of the shooter, be weirdly centered, or too tight/loose. To fix this, you will need to use some math to modify the orbit parameters, a lot of which has to be done in realtime using events/scripts.

  • If you have a save file system using keys, then delete the keys. If you are using a document, then reset the document to its default values. If you are using the simple save/save as and load actions, then you can open a save game and reset all of the variables to what they would be in a new game, then overwrite the save. Note that all of these should only be done for the saves that you want to reset; you should not rewrite all of your saves with save/save as, you should only delete the keys relevant to your save, and you should only delete the document for the save that you want to delete, not all of them. (This is, of course, unless you want to delete ALL of your saves, in which case you should delete all of your save data - though this would also delete data "outside of" your individual save files, such as e.g., whether or not to play an intro cutscene if your game has that functionality, unless you make exceptions for that.)

  • Sorry about the vague title, but I need to find a way to run an action on an object particle based on an event that happens in that specific object particle. Specifically, I am trying to set the angle of any object particle to 180 as soon as it is created, in order to create a backwards movement as if I am moving to the right. (The particles are supposed to be stars.) The event that is supposed to control this is:

    -> Sprite4 | On Created | Sprite4 | Set angle to 180 degrees.

    (Sprite4 is the object particle that I am using).

    But this seems to have no effect:

    As you can see, the stars are still going in a randomized direction, and that simply looks wrong. Moreover, applying actions based on star creation would allow me to randomize their colors, which would look much more pleasing. I could even change animation frames and have other celestial objects! I understand that the processing power impact will be substantial (currently the stars layout idles at ~10% CPU on my laptop), and will include an option to turn the stars off in the final game. However, I would still like to have them for polish. Failing this, is there any way to "flatten" the angle of the particle object's spray? I have tried doing this with the size property in the layout with no avail.

    Sorry if this should have gone in the feedback forums, I am not really sure which one this belongs to more.

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